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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Topics - JohnDoe

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Somehow I can't access a station (Ragnar Complex) anymore after getting scanned:

Normally this would happen (in another save):

Savefile to reproduce:!bJtxCJQD!J_hiqsR1l0wK-pZhdd8cQwA9rXPyXbHLQKDYlzTW9kI

Even if you have started tutorial at least once.

The (D) ship doesn't have any (D) mods:

But ship restoration is still available.

Discussions / Dual Universe Kickstarter
« on: September 15, 2016, 07:39:14 AM »

TL;DR: Basically EVE in a single shard voxel world with same skill training scheme and monetization scheme (subscription+PLEX), player driven economy yada yada yada. Highlights include interactive mining activity (something EVE fails at), LUA scriptable ships (can also sell your scripts on in game market). Lifetime subscription available as high tier KS rewards. Est. delivery Dec 2018.

The point of auto-pilot is to let player observe the battlefield freely or so that they can do more productive things while wrapping up a battle. While bullet time is cool, having to sit through it while your phase ship is being auto-piloted really defeat that purpose.

Suggestions / Option to disable campaign view panning in settings?
« on: March 17, 2016, 05:54:51 PM »
I use right click to switch to the (borderless) Starsector window when I'm doing other things, and not being able to unbind/disable campaign view panning is a little bit inconveniencing.

Totally irrelevant:

Suggestions / Storm Needler's visual and audio are very underwhelming
« on: January 31, 2016, 06:43:49 PM »
For a large weapon named Storm Needler, I kind of expected there to be more than just a single stream of bullets without spreads, and with only light tapping sound.

I really like the audio of some of the high single shot kinetic weapons, like HVD and Gauss Cannon. They strike fear into you if you're in a frigate, and they should.

Suggestions / Smaller friendly AI ships should stay clear of your reticle
« on: January 31, 2016, 06:36:36 PM »
I think smaller friendly AI ships should stay clear of the reticle of the player's currently selected weapon control group, as it's the logical thing for the AI to do. Now that we have expanded battles, there currently isn't anything you can do to tell friendly ships not in your fleet to go away, not without repercussions, anyway.

I vaguely remembering Alex talking about AI staying clear of Tachyon Lance's reticle, and that was before the Tachyon Lance range nerf and the introduction of the friendly fire indicator. However, I don't believe I have seen AI doing this enough, or anymore.

Not sure if it's a bug, but pretty handy to be honest.


So the player can make an informed decision whether to turn the transponder back on, or to start a fight.

Bug Reports & Support / Officer losing ability to level up upon respawning
« on: December 10, 2015, 08:14:27 AM »
If you lose your entire fleet, but an officer gained enough experience to level up, then after respawning, the officer will permanently lose the ability to level up as the list of available skills for picking shows up empty.

I accepted a commission with Hegemony. Later Luddic Church became hostile with Hegemony via random event. My relationship with Hegemony will be dropped gradually because I am not hostile towards Luddic Church - I didn't even get a chance to pledge allegiance. Are we now expected to find a fleet of a specific faction every single time a faction I accepted commission from become hostile with someone else? Because that'd be a royal PITA, especially with faction mods and Nexerelin.

It hurts my eyes a little bit.  :-\

Suggestions / Picking fleets and stations behind event messages
« on: October 24, 2015, 10:27:51 AM »
You can't click on or mouse-over fleets, stations and planets that appear behind the text of event messages. It's not like the messages themselves (not the icons) are clickable or have mouse-over popups, so I don't see why the player is prohibited from interacting with objects behind event messages.

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